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unknownxv

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Everything posted by unknownxv

  1. Given that this is a skill-based MMORPG and respawns will likely be within city walls, there will be no griefing potential. If you die, it's because you suck. Get better or go home.
  2. I might try that. I wonder if it'll help me sleep straight through for 8 hours, if my body will adapt back to that pattern after I stop using it? Well I will see. Thanks for the suggestion.
  3. I've always been a night owl, naturally sleeping later, although going to bed past 6 am when the sun starts to rise is a bit tough. I have heavy curtains in my room so light isn't an issue. As for sound, that isn't a problem. I don't wake up because of external factors, it's always just about after 4 hours on the clock, nothing in particular happens, I just wake up. Hmm, I know Melatonin is supposed to help, but I am afraid I'll get addicted to it. I hate taking pills/medicine in general, I feel like I should just depend on my own body to sort it out. But in this case it's my own body custard up. I don't really understand why my mind would keep waking me up for no reason lol. Been working night shift for the better part of 4 years. I'm 24 now.
  4. Has anyone dealt with this? For the past two weeks, I've been unable to get any proper sleep. I can fall asleep when I get tired without any hassle, but I will often randomly wake up for no reason after only a few hours of sleep. Then I can't seem to fall asleep after. Also, the sleep I do get feels much lighter than normal. At most I sleep 4 hours. My sleep cycle was always messed up due to working nights. I leave at 11 pm and get back home at 4 am. Earliest I can sleep is around 6-7 am due to adrenaline from biking/working, though often I end up staying awake later. I haven't changed any habits that I can think of besides my diet. I'm eating healthier foods now, fruits, veggies, lean meats, and I've been lifting weights 3 days a week. You'd think all these things would make sleep better for me. Is it possible that a switch to healthy food leads to such fragmented restless sleep? People have said it could be anxiety, but I don't feel anxious.. at least not normally. I only feel a bit anxious when I lay down to go to bed, if I am not very tired. My mind starts to wander, thinking about all kind of things. Focusing on my body, each limb, feeling my heart beating in my ear, I focus on the tiniest of things which makes me a bit stressed. I can only fall asleep when I'm very tired, but that isn't new. Not being able to stay asleep for 8 hours is. When I wake up after 4 hours I feel slightly refreshed, enough not to be able to fall back asleep on the spot. But after an hour or two I start to feel drained, but it's a different kind of tired feeling, one that is harder to go back to sleep on. Hard to explain. Anyone ever had this and fixed it?
  5. The dynamic interaction of human players in worlds can be much more than just combat between people. I don't know why combat is all people think about.
  6. They are runes that you gather from specific Mobs in the world as drops, yes? Or perhaps there will be some offered for winning a campaign or something. They will allow you to specialize in a specific subset of your crafting skill, yes? Both are group specific achievements. Not related to individual performance, prestige or noteriety. I want crafters to stand out as individuals. You can't do that in combat, so at least give crafters their place.
  7. I think crafting is too important a mechanic to devolve to purely cosmetic upgrades for active leveling. I've suggested before that passive leveling can be used in crafting skills but only up to 85-90% of the skill's total. The final 10% would have to be powered through manually. So there can be plenty of exceptional crafters out there in time, but only a few true masters of the craft. As for what rewards exactly mastering a craft would provide, that I am not sure of. I'd have to wait for more specific details of what artcraft intends to do with crafting before I can think of something that makes sense.
  8. Not exactly an achievement. It should be incorporated within each skill; an effect relevant to that skill. Yeah, that'd be really cool. Resources should not be the only limiting factor towards making the best gear possible. You should need the few dedicated players out there willing to make the climb to true mastery.
  9. A lot of people keep referring to themepark MMOs, relating it to what I am suggesting here. If people keep saying that, they don't understand what I am saying at all. I do not in anyway want a themepark leveling system. They are putrid. Honestly, it's not even about the combat proficiency. I would actually be quite happy if active combat training only gave you some kind of cosmetic upgrade to your character. That way, those who level purely based on passive training will have the same stats, but those who devote to the skill actively will also gain some visual perks. I'm not sure what exactly, it would depend on the skill. An example, actively leveling your sword skill could add a slight glow around any sword you wield. Just an idea. It's more about the prestige factor for me, not really about increasing my character's stats (although to a minor degree I don't have anything against that either). However, when it comes to crafting, I think active leveling is critical, at least for the final bit of it. If you can achieve mastery in crafting without actively using it, it really is a joke. There will be no prestige at all in crafting and the market will be flooded with the best gear. Pointless. The system of character rebirth is horrible. I don't want that at all. Not at all. I want you to be able to fulfill that carnal dream too. I just want it to be done within a game world that is fleshed out and more meaningful than your average moba match. Real life as said is horribly designed. You are fated to play the game and die before you can even see 0.00001% of it. What can be done is unknown, there is no feedback at all on any progress, and there is an extreme amount of unfair RNG. It's just not a good game at all. Not to mention the skill degradation is insanely fast.
  10. I'm not describing either, actually. I am describing a fantasy world simulator. More than a game, but certainly not a job. A job is pure grind usually for survival (unless you're lucky and like what you do but that's rare). I want all of the sandbox ffa hardcore skill based pvp combat all of you guys want with an environment that can be destroyed and built in, creating endless possible player dynamics (though this is mostly related to group pvp). I just want more than just that. And make no mistkae, that is all Crowfall is currently aiming to be. A PvP arena game with some political nuances. Apparently that's enough for most here. It just isn't form me. What pains me the most is I've made several suggestions, middle points that would allow players like me to be very happy, and players like you to also be very happy. But no one entertains the ideas. I guess because no one seems to be able to understand why I want active leveling. No matter how many words I type, it feels to go in one ear and out the other. Real life is boring. I don't want to do arduous tasks in real life. There's no PvP in real life. There's perma death. Guaranteed aging death. Extreme RNG. Real life is horribly, horribly designed. Which is why I want a fantasy based MMORPG that simulates a lot of real life aspects, things that give our world meaning and purpose to us as a species, but doesn't go to the extremes that real life does. Dota 2 is a MOBA. CoD is an FPS. Isolated matches. They have nothing to do with a sandbox MMORPG. Nor does a themepark MMO. Seriously I don't know why people keep bringing up themeparks. I want nothing to do with them. The only similarity is that I want active leveling, but difficult active leveling with a linear power curve. I guess I have to reiterate again, this means that you do not in anyway have to be maxed to be competitive, and to reach true mastery would require an incredible amount of time and effort. So most won't do it, and that's okay. You can have an epic politically driven hardcore ffa sandbox mmorpg with proper character progression too. I don't know why people think they have to be separate. That is leveling your real life character, not your in-game character. That is not immersive nor does it contribute to a sense of accomplishment since as you point out correctly, real life is designed horribly. There's no feedback on your progress. The only achievements to be made in a game like Crowfall will be group based, not individual based. No one will acknowledge you.
  11. As I've said, yes, grinding is boring. The act itself of requiring strenuous active leveling is not fun. It isn't supposed to be. The idea is to require something most will not be willing to put in, precisely so most don't actually max out skills. Do you not understand how silly the entire concept of leveling is, if it's so easy / important that everyone does it? Everyone becomes an expert, a "master", and the entire damn concept loses all meaning. No value to it. Through passive training it's even worse because you don't even get an immediate thrill from leveling since it was done for you. Literally every single reason to enjoy character progression is robbed in a passive leveling system. Everyone will be a master eventually, so there's no prestige whatsoever, and no one works for it, so there is no sense of achievement. It's just there, for no reason. It'd be better to not even have character progression than an entirely passive form of it. People bot in Runescape because cheating is popular. Making things easier in an unfair manner is popular. People tend to lack a moral code when it comes to video games. The reason levels were introduced doesn't matter. Their effect when done right is what matters. I do not want minimum item levels. There is no way around the grind in Runescape without cheating. So no, the best are the ones who devote to it. Doing a repetitive task over and over that does not have a purpose; that does not train you in anything that you value, yes that is not a pleasant experience and few would do it without being paid. But there are so many skills that are trained by active repetitive involvement. Learning a musical instrument. Learning a language. Exercise. I have not been conditioned into anything. It is the human experience. We value what we strive for more than what we are given, it is that simple. I think I've said I do not want a themepark MMORPG at all in anyway shape or form, or a leveling system like it, about a hundred times now. Doing things with a character does not connect me to it. I do things with my character in Chivalry, in SMITE, guess what? No connection at all.
  12. Not at all, what I want can be fit into one all consuming and impressive mmorpg. It just hasn't been tried yet. Yes I know about Albion online and am paying attention to it. But a few things hold me back. The first is the control scheme. It'll have some skill elements, but it's far less involved than Crowfall. It's an isometric design. Not only do I dislike this from an aesthetic point of view, I dislike it from a gameplay point of view. The reason for this choice is due to it being a tablet game too. Very accessible. Again, it's still worth keeping an eye out since their progression system is pretty cool (although the way they are constructing it seems to be too heavy on importance so I feel everyone will be maxed out, but I don't have all the details yet so that remains to be seen). My proposed system would not require a lot of grinding at all to be viable. As I've repeatedly said, even a newbie would be viable given that the difference between him and a maxed veteran wouldn't be that much. I do not seek a traditional exponential themepark power curve. No macroing either. If artfall considers my suggestions but cannot or willnot implement methods to stop macroing, it would be pointless and I'd prefer them not to do it.
  13. First, I hope to God crowfall does not have anything like a themepark Raid. I don't know why people can't process the disconnect between active leveling and raiding. They aren't the same thing and I want no part in raiding. I want a real hardcore sandbox like the rest of you. That part we're on the same page for. You can have unique, dynamically generated dungeons that do not respawn (or respawn but are individually crafted to be truly unique and not spoiled by the internet) but no, not raid repeat exactly the same way for an endless carrot on stick hunt for "epic" loot. Ugh, I shudder at those memories. I do want to stroke my ego in becoming stronger though my character's in-game stats, but I want to stroke my character's ego. When I play an MMORPG, I get immersed into it. I am my character when I play. Maybe I'm more serious than most, but that's a large reason why I hate the idea of passive leveling. It doesn't sync up at all with how I think of and play in mmorpgs. And as I've said many times, the power boost from combat levels would be very, very minor relative to what most think of in general themepark games. Literally thousands of times less extreme. It would be an edge. Nothing more. It's an arduous task. Just like working out in real life. Just like studying in real life. Just like anything in real life that requires effort and repetition. In of itself it sucks, it's not fun, but I wouldn't have it any other way because if it was easy, if it was fun all the time, we'd be defeated in ourselves. We need mountains to climb. I certainly do. Without them, dull and bland become the objects of the universe. That applies in real life just as much as a fantasy world. By making the world experience dramatically less meaningful, it removes immersion, it doesn't add to it. Having nothing that connects me to my character, the only permanent aspect of the game... well, you can see how that can be a hollow experience. Cool, finally one person who agrees with me on something, I was beginning to think I might just be insane. I actually made a similar proposal, although it was for combat skills too. Passive training up to 90% of the skill. The final and hardest bit would be active only, so no one could be a "master" by goofing off in-game or having fun in real life. The very thought makes my brain explode. Given I want a linear power curve (i.e a small increase in power for each level and it does not grow more dramatic as you reach the highest levels) you can train up to mid or 70% of a skill and with a little more player skill / better items / better strategy still come out on top over someone completely maxed. I do NOT want ridiculous power curves that necessitate that everyone spend their whole waking lives grinding to the same point everyone else feels they have to. That is a disgusting experience and given that everyone who plays will reach the end point anyways, it defeats the point. It's difficult but everyone "has" to do it so it isn't prestigous. If on the other hand it's very difficult to level up (on an exponential curve so the first 70% of a skill is much quicker to train than the last 30%) but the reward is only marginal, most would elect to stop around that 60-70% mark. Completely and totally still viable to do so. I agree with everything you hate here.
  14. Is it such a bewildering concept to fuse the two game types together? A dynamically competitive MMORPG with plenty of hardcore pvp action, meaningful crafting and meaningful character profession, and a world filled with nuggets of RPG related intrigue? Exploration being a viable style of play, mysteries abound (unique ones that are one time only affairs) and so on. So much is possible, but it seems we either get boring themeparks which are nothing more than virtual treadmills or "sandbox" games that do nothing but offer a meaningless PvP arena. Well, it doesn't even have to be a different campaign ruleset does it? There are plenty of methods to reach a compromise so people like me are happy, and people who don't really want to think about leveling too much are also fairly happy. Neither party is 100% satisfied, but it's close to it (I've already made such a proposal that was ultimately shot down without most people understanding it). In the effort of making the most profound kind of mmorpg, "easy" shouldn't be the priority. Dealing with botting is no doubt a challenge, but one well worth undertaking.
  15. I don't want a korean grinder. Those are themepark mmos. The separation seems hard to appropriately describe. My background is so heavily influenced by Runescape, if you haven't played it, I guess it will seem a bit strange. Every action in that game awarded you with some minor amount of experience. A simple distinction, when you were in combat you could choose one of the three styles of combat: Attack Strength Defense. With obvious connotations for each skill. When you were in attack stance, your attack skill (increasing accuracy) was raised slightly based on how much damage you dealt to whoever you were fighting. Of course it does not have to be an identical system to this, it's just a small nuance that boils down to a very different flavor. It's not a general level, exponential power curve, quick active leveling korean themepark. Not even remotely. It's funny how that is your perception of me when in fact, I am very easy going in my approach to MMORPGs, doing a lot of in-game role playing myself. When I was playing Runescape, sure I tried to get my levels up like the next person, but I wasn't that hardcore at it, not like the extreme players. It's more the experience of always having something to aim for, an open field to set your goal post in without restriction and with purpose. It's not an achievement that everyone must get to be competitive, not at all. It's not an "achievement" that is very quickly and easily earned either. It's the point of not making levels trivial affairs. Passive training is the worst offender of this. Levels mean absolutely nothing to anyone. "Mastery" of any profession is a joke, an oxymoron. A greater fiction than the lore the game is based on. It robs one of the ability to plot individual achievements. I want a vibrant world where both skill-based competitive pvp is possible and entirely viable a method of play, but that does not necessarily revolve strictly around this. An open ended, proper sandbox that does not, through mechanics, pigeon hole players into a very narrow type of play while only giving the illusion of being a sandbox.
  16. There are no games that come even close to what I want.
  17. Which is why you need to prevent macroing.
  18. I want all you describe too, just with active and meaningful character progression. Shame there doesn't appear to be a middle ground anyone wants to entertain.
  19. You guys don't really want an MMORPG. You want an entirely combat focused game. Not an immersive role playing experience within a vibrant dynamic world that offers more than combat for combat's sake. Maybe the aim of this game isn't what I was hoping for.
  20. You just aren't even paying attention now. I've told you several times, no, it is not like WoW or any other themepark game. WoW utilizes an exponential power delivery system, whereby the difference between a level 1 character and level 100 is several thousand times. And that's purely in raw stats. When you add in the penalty for missing (which is automatic and not based on player skill in WoW) it becomes so absurd that a thousand level 1s couldn't even dent a naked level 100. To make it even worse, the progression from 1 to 100 is active but extremely quick. So, the power delivery is so immense (and the entire game is a themepark) that it is an absolute requirement that you level to the end. No debates. You HAVE to reach max level to properly play in pvp or pve. And it's easy to do so. This means that levels are essentially meaningless. Yes, you get a little sense of achievement for pushing through, but it's a very small achievement given how quick it is to level, and it offers no prestige at all because everyone else was utterly compelled to level to max as well. Compared to what I am proposing, where level 1 in a skill compared to 99 is a 99% increase, two fold; you cannot compare that to a several thousand fold increase. And then to reiterate, the leveling design ensures that most will not pursue their skills to the top mastery level; to most it just won't be worth it, it'll be too long and arduous a task. But to the few who tough it out, proper prestige will await. Your character will be just a little stronger but really, it's about the achievement. Just like seeing a set of six pack abs in real life is extremely impressive, though it only offers a slight reward compared to those who don't workout, it's something people awe over. But really, it's just a bunch of cardio and crunches. No skill involved. Why are people impressed? Because it's difficult to get down and do the work every day for years. In such, few do it, it's rare, the entire set of circumstances coalesce to form immense value and purpose. The game is not even in pre-alpha yet. The wheel hasn't been invented. With enough logic and reason, maybe it can be changed to some degree. All I can do is try, give me one chance? ( ) You don't have to have any direction at all in a sandbox game. But yes, they've chosen a slightly directed experience through archetypes and classes over entirely free form design (like Darkfall for example). Which while not my favorite option, is still okay and can work. It's all down to how skills are trained, that is my only real point of contention here. Correct, in an Esports game where immersion does not matter, where rpg does not matter, where it is not an mmo, where the entire focus of the game is testing your human abilites against other human abilities like an advanced and quick form of chess, any deviation from an even playing field is a bad idea. That is not at all what I want, and I hope not what most want either. I hope more people want a fleshed out and vibrant fantasy world simulator, not just a casual form of advanced twitch chess. We already have dozens of those. We don't need more purely competitive pvp games. We need a fantasy world with competitive elements, but that can't be all there is. There's no life to that. That isn't a world or an RPG. If there is no technical way of detecting and disabling macros than you are correct, everything I have proposed is pointless as many would simply abuse it to hell and back and it would lose the entire point. However, I highly doubt in 2015 with the best technology and minds at work, that there is no way to detect and stop macros in an MMORPG.
  21. I fully support Jetah's proposition. Make them spheres you can circumnavigate. That'd be awesome.
  22. I want both. I want an active skill progression system that is linear in power delivery as described (each level gives the same reward) but takes an increasing amount of experience per each level (without an increase to how much experience you generally acquire for any given activity). This means that levels early on are quick to train, mid level they are a bit longer, 70% of the way they start to get pretty tough, and after 80 it's a 90 degree climb up, again for the same reward. This means two things, that most will never reach mastery, as it should be. Mastery should be incredibly rare, or it is no more than a joke. And secondly, because of the power delivery scale, no one feels like they are compelled to reach mastery. It's a bonus, not a necessity like in most themepark mmos.
  23. I want a fantasy world simulator, not just a casual pvp arena game that I play with no immersion for the sake of testing my real life skills in. I have plenty of games like that already ... I don't need anymore. I want a deeper and richer experience. And yes, that means imbalances. A certain degree of unpredictability and unfairness (but within reason). That is exciting. You can only actively train the first little sliver of any given skill. It's a slap in the face for those who want active skilling. I'll make it simple. Two handed sword skill level 1 to 2 increases damage by 1%. Two handed sword skill level 98 to 99 increases damage by 1%. Total power gained from 1 to 99 is a 99% increase in damage over a new player. Twice as strong. That's linear, even. Each level grants exactly the same boost as the previous one. But yet, each level requires an exponentially growing amount of experience to gain. Therefore, for an increasing amount of work, you get the same reward. Not diminishing returns directly, only in ratio of effort to reward.
  24. If you can actively train to 50% of a skill, that would certainly be positive. It would be a massive improvement if instead you could only passively train the first half and actively train the second half, but hey at least it'd be something. But I am pretty sure I saw somewhere that it was only active training to about 10% of the skill.
  25. How? A mid range player versus a completely maxed character would still be viable. You'd still that maxed player pretty hard. Yes, you'd be at a disadvantage, levels still mean something, but the difference is much much less potent than in themepark mmos. The summary of real life but in a fantasy setting is fairly apt. I'd make an addendum to the rules of real life; no perma-death or aging. And I'd make it a bit less deep. real life is just a tad bit too extreme for me. But yeah, again, it's close to the mark. A fantasy world simulator. Complete with all of the good fun stuff, and all of the harsh, difficult stuff that gives it meaning.
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